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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/*****************************************************************************
<span class='line'>  2</span> * Cal3D 3d character animation library
<span class='line'>  3</span> * Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger
<span class='line'>  4</span> *
<span class='line'>  5</span> * This library is free software; you can redistribute it and/or modify it
<span class='line'>  6</span> * under the terms of the GNU Lesser General Public License as published by
<span class='line'>  7</span> * the Free Software Foundation; either version 2.1 of the License, or (at
<span class='line'>  8</span> * your option) any later version.
<span class='line'>  9</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 10</span> 
<span class='line'> 11</span> </span><span class="COMM">/*****************************************************************************
<span class='line'> 12</span> * Cal3DJS Javascript port of Cal3D for WebGL and canvas applications
<span class='line'> 13</span> * by Humu humu2009@gmail.com
<span class='line'> 14</span> * http://code.google.com/p/cal3djs/
<span class='line'> 15</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 16</span> 
<span class='line'> 17</span> 
<span class='line'> 18</span> </span><span class="COMM">/**
<span class='line'> 19</span> 	@class CalCoreSubmesh
<span class='line'> 20</span> */</span><span class="WHIT">
<span class='line'> 21</span> </span><span class="NAME">Cal3D.CalCoreSubmesh</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 22</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 23</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorTangentsEnabled</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 24</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 25</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 26</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 27</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorFace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 28</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorSpring</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 29</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorCoreSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 30</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreMaterialThreadId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 31</span> </span><span class="WHIT">	</span><span class="NAME">this.m_lodCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 32</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 33</span> 
<span class='line'> 34</span> </span><span class="COMM">/**
<span class='line'> 35</span> 	Get the ID of the core material thread.&lt;br />
<span class='line'> 36</span> 	This function returns the ID of the core material thread of this core submesh instance.
<span class='line'> 37</span> 	@returns {number} The ID of the core material thread.
<span class='line'> 38</span> */</span><span class="WHIT">
<span class='line'> 39</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getCoreMaterialThreadId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 40</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_coreMaterialThreadId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 41</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 42</span> 
<span class='line'> 43</span> </span><span class="COMM">/**
<span class='line'> 44</span> 	Get the number of faces.&lt;br />
<span class='line'> 45</span> 	This function returns the number of faces in the core submesh instance.
<span class='line'> 46</span> 	@returns {number} The number of faces.
<span class='line'> 47</span> */</span><span class="WHIT">
<span class='line'> 48</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getFaceCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 49</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 50</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 51</span> 
<span class='line'> 52</span> </span><span class="COMM">/**
<span class='line'> 53</span> 	Get the number of LOD steps.&lt;br />
<span class='line'> 54</span> 	This function returns the number of LOD steps in the core submesh instance.
<span class='line'> 55</span> 	@returns {number} The number of LOD steps.
<span class='line'> 56</span> */</span><span class="WHIT">
<span class='line'> 57</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getLodCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 58</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_lodCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 59</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 60</span> 
<span class='line'> 61</span> </span><span class="COMM">/**
<span class='line'> 62</span> 	Get the number of springs.&lt;br />
<span class='line'> 63</span> 	This function returns the number of springs in the core submesh instance.
<span class='line'> 64</span> 	@returns {number} The number of springs.
<span class='line'> 65</span> */</span><span class="WHIT">
<span class='line'> 66</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getSpringCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 67</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorSpring.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 68</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 69</span> 
<span class='line'> 70</span> </span><span class="COMM">/**
<span class='line'> 71</span> 	Get the face list.&lt;br />
<span class='line'> 72</span> 	This function returns the list that contains all faces of the core submesh instance.
<span class='line'> 73</span> 	@returns {Array} The face list.
<span class='line'> 74</span> */</span><span class="WHIT">
<span class='line'> 75</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorFace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 76</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 77</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 78</span> 
<span class='line'> 79</span> </span><span class="COMM">/**
<span class='line'> 80</span> 	Get the physical property list.&lt;br />
<span class='line'> 81</span> 	This function returns the list that contains all physical properties of the core submesh instance.
<span class='line'> 82</span> 	@returns {Array} The physical property list.
<span class='line'> 83</span> */</span><span class="WHIT">
<span class='line'> 84</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 85</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 86</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 87</span> 
<span class='line'> 88</span> </span><span class="COMM">/**
<span class='line'> 89</span> 	Get the spring list.&lt;br />
<span class='line'> 90</span> 	This function returns the list that contains all springs of the core submesh instance.
<span class='line'> 91</span> 	@returns {Array} The spring list.
<span class='line'> 92</span> */</span><span class="WHIT">
<span class='line'> 93</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorSpring</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 94</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorSpring</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 95</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 96</span> 
<span class='line'> 97</span> </span><span class="COMM">/**
<span class='line'> 98</span> 	Get list of the tangent space lists.&lt;br />
<span class='line'> 99</span> 	This function returns the list that contains all tangent space bases of the core submesh instance. This list contains 
<span class='line'>100</span> 	another list because there can be more than one texture map for each vertex.
<span class='line'>101</span> 	@returns {Array} The list of the tangent space lists
<span class='line'>102</span> */</span><span class="WHIT">
<span class='line'>103</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorVectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>104</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>105</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>106</span> 
<span class='line'>107</span> </span><span class="COMM">/**
<span class='line'>108</span> 	Get list of the texture coordinate lists.&lt;br />
<span class='line'>109</span> 	This function returns the list that contains all texture coordinate vectors of the core submesh instance. This list contains 
<span class='line'>110</span> 	another list because there can be more than one texture map for each vertex.
<span class='line'>111</span> 	@returns {Array} The list of the texture coordinate lists.
<span class='line'>112</span> */</span><span class="WHIT">
<span class='line'>113</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorVectorTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>114</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>115</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>116</span> 
<span class='line'>117</span> </span><span class="COMM">/**
<span class='line'>118</span> 	Get the vertex list.&lt;br />
<span class='line'>119</span> 	This function returns the vector that contains all vertices of the core submesh instance.
<span class='line'>120</span> 	@returns {Array} The vertex list.
<span class='line'>121</span> */</span><span class="WHIT">
<span class='line'>122</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>123</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorVertex</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>124</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>125</span> 
<span class='line'>126</span> </span><span class="COMM">/**
<span class='line'>127</span> 	Get the number of vertices.&lt;br />
<span class='line'>128</span> 	This function returns the number of vertices in the core submesh instance.
<span class='line'>129</span> 	@returns {number} The number of vertices.
<span class='line'>130</span> */</span><span class="WHIT">
<span class='line'>131</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVertexCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>132</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorVertex.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>133</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>134</span> 
<span class='line'>135</span> </span><span class="COMM">/**
<span class='line'>136</span> 	See if tangent lists are enabled.&lt;br />
<span class='line'>137</span> 	This function returns true if the core submesh contains tangent lists.
<span class='line'>138</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>139</span> 	@returns {boolean} true if tangent lists are enabled for the given map; false if not.
<span class='line'>140</span> */</span><span class="WHIT">
<span class='line'>141</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.isTangentsEnabled</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>142</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorTangentsEnabled.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>143</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>144</span> 
<span class='line'>145</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorTangentsEnabled</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>146</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>147</span> 
<span class='line'>148</span> </span><span class="COMM">/**
<span class='line'>149</span> 	Enable (and calculate) or disable the storage of tangent spaces.&lt;br />
<span class='line'>150</span> 	@param {number} mapId The ID of the texture map.
<span class='line'>151</span> 	@param {boolean} enabled Whether the storage of tangent spaces should be enabled.
<span class='line'>152</span> 	@returns {boolean} true if succeeded; false if failed.
<span class='line'>153</span> */</span><span class="WHIT">
<span class='line'>154</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.enableTangents</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">enabled</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>155</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorTangentsEnabled.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>156</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>157</span> 
<span class='line'>158</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorTangentsEnabled</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">enabled</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>159</span> 
<span class='line'>160</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">enabled</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>161</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>162</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>163</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>164</span> 
<span class='line'>165</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">this.m_vectorVertex.length</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>166</span> 
<span class='line'>167</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">tangentId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">tangentId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>168</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">tangentId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalCoreSubmesh.TangentSpace</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>169</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>170</span> 
<span class='line'>171</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorFace.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>172</span> </span><span class="WHIT">		</span><span class="NAME">this.UpdateTangentVector</span><span class="PUNC">(</span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>173</span> </span><span class="WHIT">		</span><span class="NAME">this.UpdateTangentVector</span><span class="PUNC">(</span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>174</span> </span><span class="WHIT">		</span><span class="NAME">this.UpdateTangentVector</span><span class="PUNC">(</span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">2</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">vertexId</span><span class="PUNC">[</span><span class="NUMB">1</span><span class="PUNC">]</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>175</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>176</span> 
<span class='line'>177</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangentId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">tangentId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">tangentId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>178</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">tangentId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">tangent.normalize</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>179</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>180</span> 
<span class='line'>181</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>182</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>183</span> 
<span class='line'>184</span> </span><span class="COMM">/**
<span class='line'>185</span> 	Allocate space for the vertices, faces and texture coordinates and springs.&lt;br />
<span class='line'>186</span> 	This function reserves space for the vertices, faces, texture coordinates and springs of the core submesh instance.
<span class='line'>187</span> 	@param {number} vertexCount The number of vertices that this core submesh should hold.
<span class='line'>188</span> 	@param {number} textureCoordinateCount The number of texture coordinates that this core submesh should hold.
<span class='line'>189</span> 	@param {number} faceCount The number of faces that this core submesh should hold.
<span class='line'>190</span> 	@param {number} springCount The number of springs that this core submesh should hold.
<span class='line'>191</span> 	@returns {boolean} true if succeeded; false if failed.
<span class='line'>192</span> */</span><span class="WHIT">
<span class='line'>193</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.reserve</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">textureCoordinateCount</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">faceCount</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">springCount</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>194</span> </span><span class="WHIT">	</span><span class="COMM">/*
<span class='line'>195</span> 		reserve the space needed in all the vectors
<span class='line'>196</span> 	*/</span><span class="WHIT">
<span class='line'>197</span> 
<span class='line'>198</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>199</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorTangentsEnabled</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>200</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>201</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">textureCoordinateCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>202</span> 
<span class='line'>203</span> 
<span class='line'>204</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="PUNC">&lt;</span><span class="NAME">textureCoordinateCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>205</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>206</span> 
<span class='line'>207</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.m_vectorTangentsEnabled</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>208</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>209</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT">
<span class='line'>210</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>211</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>212</span> 
<span class='line'>213</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorFace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">faceCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>214</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorSpring</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">springCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>215</span> 
<span class='line'>216</span> </span><span class="WHIT">	</span><span class="COMM">// reserve the space for the physical properties if we have springs in the core submesh instance</span><span class="WHIT">
<span class='line'>217</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">springCount</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>218</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Array</span><span class="PUNC">(</span><span class="NAME">vertexCount</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>219</span> 
<span class='line'>220</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>221</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>222</span> 
<span class='line'>223</span> </span><span class="COMM">/**
<span class='line'>224</span> 	Set the ID of the core material thread.&lt;br />
<span class='line'>225</span> 	This function sets the ID of the core material thread of the core submesh instance.
<span class='line'>226</span> 	@param {number} coreMaterialThreadId The ID of the core material thread to be set.
<span class='line'>227</span> */</span><span class="WHIT">
<span class='line'>228</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setCoreMaterialThreadId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreMaterialThreadId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>229</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreMaterialThreadId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreMaterialThreadId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>230</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>231</span> 
<span class='line'>232</span> </span><span class="COMM">/**
<span class='line'>233</span> 	Set a specified face.&lt;br />
<span class='line'>234</span> 	This function sets a specified face in the core submesh instance.
<span class='line'>235</span> 	@param {number} faceId The ID of the face.
<span class='line'>236</span> 	@param {Cal3D.CalCoreSubmesh.Face} face The face to set to the core submesh.
<span class='line'>237</span> 	@returns {boolean} true if succeeded; false if the face does not exist.
<span class='line'>238</span> */</span><span class="WHIT">
<span class='line'>239</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setFace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">faceId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">face</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>240</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">faceId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">faceId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorFace.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>241</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>242</span> 
<span class='line'>243</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorFace</span><span class="PUNC">[</span><span class="NAME">faceId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">face</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>244</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>245</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>246</span> 
<span class='line'>247</span> </span><span class="COMM">/**
<span class='line'>248</span> 	Set the number of LOD steps.&lt;br />
<span class='line'>249</span> 	This function sets the number of LOD steps of the core submesh instance.
<span class='line'>250</span> 	@param {number} lodCount The number of LOD steps to be set.
<span class='line'>251</span> */</span><span class="WHIT">
<span class='line'>252</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setLodCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">lodCount</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>253</span> </span><span class="WHIT">	</span><span class="NAME">this.m_lodCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">lodCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>254</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>255</span> 
<span class='line'>256</span> </span><span class="COMM">/**
<span class='line'>257</span> 	Set a specified physical property.&lt;br />
<span class='line'>258</span> 	This function sets a specified physical property in the core submesh instance.
<span class='line'>259</span> 	@param {number} vertexId The ID of the vertex.
<span class='line'>260</span> 	@param {Cal3D.CalCoreSubmesh.PhysicalProperty} physicalProperty The physical property to be set.
<span class='line'>261</span> 	@returns {boolean} true if succeeded; false if the physical property does not exist.
<span class='line'>262</span> */</span><span class="WHIT">
<span class='line'>263</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>264</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorPhysicalProperty.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>265</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>266</span> 
<span class='line'>267</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">physicalProperty</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>268</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>269</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>270</span> 
<span class='line'>271</span> </span><span class="COMM">/**
<span class='line'>272</span> 	Set a specified spring.&lt;br />
<span class='line'>273</span> 	This function sets a specified spring in the core submesh instance.
<span class='line'>274</span> 	@param {number} springId The ID of the spring.
<span class='line'>275</span> 	@param {Cal3D.CalCoreSubmesh.Spring} spring The spring to be set.
<span class='line'>276</span> 	@returns {boolean} true if succeeded; false if the spring does not exist.
<span class='line'>277</span> */</span><span class="WHIT">
<span class='line'>278</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setSpring</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">springId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">spring</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>279</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">springId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">springId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorSpring.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>280</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>281</span> 
<span class='line'>282</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorSpring</span><span class="PUNC">[</span><span class="NAME">springId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">spring</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>283</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>284</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>285</span> 
<span class='line'>286</span> </span><span class="COMM">/**
<span class='line'>287</span> 	Set the tangent vector associated with a specified texture coordinate pair.&lt;br />
<span class='line'>288</span> 	This function sets the tangent vector associated with a specified texture coordinate pair in the core submesh instance.
<span class='line'>289</span> 	@param {number} vertexId The ID of the vertex.
<span class='line'>290</span> 	@param {number} textureCoordinateId The ID of the texture coordinate channel.
<span class='line'>291</span> 	@param {Cal3D.CalVector} tangent The tangent vector to be stored.
<span class='line'>292</span> 	@param {number} crossFactor The cross-product factor to be stored.
<span class='line'>293</span> 	@returns {boolean} true if succeeded; false if any error happened.
<span class='line'>294</span> */</span><span class="WHIT">
<span class='line'>295</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setTangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">tangent</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">crossFactor</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>296</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorVertex.length</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>297</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>298</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">textureCoordinateId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTextureCoordinate.length</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>299</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>300</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_vectorTangentsEnabled</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>301</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>302</span> 
<span class='line'>303</span> </span><span class="WHIT">	</span><span class="COMM">//this.m_vectorvectorTangentSpace[textureCoordinateId][vertexId].tangent = tangent;</span><span class="WHIT">
<span class='line'>304</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">tangent.assign</span><span class="PUNC">(</span><span class="NAME">tangent</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>305</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">crossFactor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">crossFactor</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>306</span> 
<span class='line'>307</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>308</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>309</span> 
<span class='line'>310</span> </span><span class="COMM">/**
<span class='line'>311</span> 	Set a specified texture coordinate.&lt;br />
<span class='line'>312</span> 	This function sets a specified texture coordinate in the core submesh instance.
<span class='line'>313</span> 	@param {number} vertexId The ID of the vertex.
<span class='line'>314</span> 	@param {number} textureCoordinateId The ID of the texture coordinate.
<span class='line'>315</span> 	@param {Cal3D.CalCoreSubmesh.TextureCoordinate} The texture coordinate to set.
<span class='line'>316</span> 	@returns {boolean} true if succeeded; false if the texture coordinate does not exist.
<span class='line'>317</span> */</span><span class="WHIT">
<span class='line'>318</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setTextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">textureCoordinate</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>319</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">textureCoordinateId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">textureCoordinateId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTextureCoordinate.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>320</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>321</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>322</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>323</span> 
<span class='line'>324</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">textureCoordinateId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">textureCoordinate</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>325</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>326</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>327</span> 
<span class='line'>328</span> </span><span class="COMM">/**
<span class='line'>329</span> 	Set a vertex.&lt;br />
<span class='line'>330</span> 	This function sets a specified vertex in the core submesh instance.
<span class='line'>331</span> 	@param {number} vertexId The ID of the vertex.
<span class='line'>332</span> 	@param {Cal3D.CalCoreSubmesh.Vertex} The vertex to set.
<span class='line'>333</span> 	@returns {boolean} true if succeeded; false if the vertex does not exist.
<span class='line'>334</span> */</span><span class="WHIT">
<span class='line'>335</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.setVertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>336</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorVertex.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>337</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>338</span> 
<span class='line'>339</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vertex</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>340</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>341</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>342</span> 
<span class='line'>343</span> </span><span class="COMM">/**
<span class='line'>344</span> 	Add a core sub morph target.&lt;br />
<span class='line'>345</span> 	This function adds a core sub morph target to the core sub mesh instance.
<span class='line'>346</span> 	@param {Cal3D.CalCoreSubMorphTarget} coreSubMorphTarget The core sub morph target to be added.
<span class='line'>347</span> 	@returns {number} ID of the added core sub morph target.
<span class='line'>348</span> */</span><span class="WHIT">
<span class='line'>349</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.addCoreSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreSubMorphTarget</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>350</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">subMorphTargetId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorCoreSubMorphTarget.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>351</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorCoreSubMorphTarget.push</span><span class="PUNC">(</span><span class="NAME">coreSubMorphTarget</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>352</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">subMorphTargetId</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>353</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>354</span> 
<span class='line'>355</span> </span><span class="COMM">/**
<span class='line'>356</span> 	Get a core sub morph target.&lt;br />
<span class='line'>357</span> 	This function returns the core sub morph target with the given ID.
<span class='line'>358</span> 	@param {number} subMorphTargetId The ID of the core sub morph target.
<span class='line'>359</span> 	@returns {Cal3D.CalCoreSubMorphTarget} The core sub morph target.
<span class='line'>360</span> */</span><span class="WHIT">
<span class='line'>361</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getCoreSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">subMorphTargetId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>362</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">subMorphTargetId</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">subMorphTargetId</span><span class="WHIT"> </span><span class="PUNC">>=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorCoreSubMorphTarget.length</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>363</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>364</span> 
<span class='line'>365</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorCoreSubMorphTarget</span><span class="PUNC">[</span><span class="NAME">subMorphTargetId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>366</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>367</span> 
<span class='line'>368</span> </span><span class="COMM">/**
<span class='line'>369</span> 	Get the number of core sub morph targets.&lt;br />
<span class='line'>370</span> 	This function returns the number of core sub morph targets in the core sub mesh instance.
<span class='line'>371</span> 	@returns {number} The number of core sub morph targets. 
<span class='line'>372</span> */</span><span class="WHIT">
<span class='line'>373</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getCoreSubMorphTargetCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>374</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorCoreSubMorphTarget.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>375</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>376</span> 
<span class='line'>377</span> </span><span class="COMM">/**
<span class='line'>378</span> 	Get the core sub morph target list.&lt;br />
<span class='line'>379</span> 	This function returns the list that contains all core sub morph target of the core submesh instance.
<span class='line'>380</span> 	@returns {Array} The core sub morph target list.
<span class='line'>381</span> */</span><span class="WHIT">
<span class='line'>382</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.getVectorCoreSubMorphTarget</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>383</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorCoreSubMorphTarget</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>384</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>385</span> 
<span class='line'>386</span> </span><span class="COMM">/**
<span class='line'>387</span> 	Scale the core submesh.&lt;br />
<span class='line'>388</span> 	This function rescale all the data that are in the core submesh instance.
<span class='line'>389</span> 	@param {number} factor The scale factor.
<span class='line'>390</span> */</span><span class="WHIT">
<span class='line'>391</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.scale</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">factor</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>392</span> </span><span class="WHIT">	</span><span class="COMM">// rescale all vertices</span><span class="WHIT">
<span class='line'>393</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorVertex.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">vertexId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>394</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorVertex</span><span class="PUNC">[</span><span class="NAME">vertexId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position.multScalarLocal</span><span class="PUNC">(</span><span class="NAME">factor</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>395</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>396</span> 
<span class='line'>397</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_vectorSpring.length</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>398</span> </span><span class="WHIT">		</span><span class="COMM">// There is a problem when we resize and that there is</span><span class="WHIT">
<span class='line'>399</span> </span><span class="WHIT">		</span><span class="COMM">// a spring system, I was unable to solve this</span><span class="WHIT">
<span class='line'>400</span> </span><span class="WHIT">		</span><span class="COMM">// problem, so I disable the spring system</span><span class="WHIT">
<span class='line'>401</span> </span><span class="WHIT">		</span><span class="COMM">// if the scale are too big</span><span class="WHIT">
<span class='line'>402</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="WHIT"> </span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">factor</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0.1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>403</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorSpring</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>404</span> </span><span class="WHIT">			</span><span class="NAME">this.m_vectorPhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>405</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>406</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>407</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>408</span> 
<span class='line'>409</span> </span><span class="COMM">/**
<span class='line'>410</span> 	@private
<span class='line'>411</span> */</span><span class="WHIT">
<span class='line'>412</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.prototype.UpdateTangentVector</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">v0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">v1</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">v2</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">mapId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>413</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vvtx</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.getVectorVertex</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>414</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorvectorTextureCoordinate</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>415</span> 
<span class='line'>416</span> </span><span class="WHIT">	</span><span class="COMM">// Step 1. Compute the approximate tangent vector.</span><span class="WHIT">
<span class='line'>417</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">du1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v1</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">u</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">u</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>418</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">dv1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v1</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>419</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">du2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v2</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">u</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">u</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>420</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">dv2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v2</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">vtex</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>421</span> 
<span class='line'>422</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">prod1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">du1</span><span class="PUNC">*</span><span class="NAME">dv2</span><span class="PUNC">-</span><span class="NAME">dv1</span><span class="PUNC">*</span><span class="NAME">du2</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>423</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">prod2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">du2</span><span class="PUNC">*</span><span class="NAME">dv1</span><span class="PUNC">-</span><span class="NAME">dv2</span><span class="PUNC">*</span><span class="NAME">du1</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>424</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">prod1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0.000001</span><span class="WHIT"> </span><span class="PUNC">||</span><span class="WHIT"> </span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">prod2</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NUMB">0.000001</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>425</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>426</span> 
<span class='line'>427</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">dv2</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">prod1</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>428</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">dv1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">prod2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>429</span> 
<span class='line'>430</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vec1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Cal3D.vectorSub</span><span class="PUNC">(</span><span class="NAME">vvtx</span><span class="PUNC">[</span><span class="NAME">v1</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vvtx</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>431</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vec2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Cal3D.vectorSub</span><span class="PUNC">(</span><span class="NAME">vvtx</span><span class="PUNC">[</span><span class="NAME">v2</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vvtx</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">position</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>432</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">tangent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vec1.multScalarLocal</span><span class="PUNC">(</span><span class="NAME">x</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">addLocal</span><span class="PUNC">(</span><span class="NAME">vec2.multScalarLocal</span><span class="PUNC">(</span><span class="NAME">y</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>433</span> 
<span class='line'>434</span> </span><span class="WHIT">	</span><span class="COMM">// Step 2. Orthonormalize the tangent.</span><span class="WHIT">
<span class='line'>435</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">component</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Cal3D.vectorDot</span><span class="PUNC">(</span><span class="NAME">tangent</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">vvtx</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">normal</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>436</span> </span><span class="WHIT">	</span><span class="NAME">tangent.subLocal</span><span class="PUNC">(</span><span class="NAME">Cal3D.vectorScalarMult</span><span class="PUNC">(</span><span class="NAME">vvtx</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">normal</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">component</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>437</span> </span><span class="WHIT">	</span><span class="NAME">tangent.normalize</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>438</span> 
<span class='line'>439</span> </span><span class="WHIT">	</span><span class="COMM">// Step 3: Add the estimated tangent to the overall estimate for the vertex.</span><span class="WHIT">
<span class='line'>440</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorvectorTangentSpace</span><span class="PUNC">[</span><span class="NAME">mapId</span><span class="PUNC">]</span><span class="PUNC">[</span><span class="NAME">v0</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">tangent.addLocal</span><span class="PUNC">(</span><span class="NAME">tangent</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>441</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>442</span> 
<span class='line'>443</span> 
<span class='line'>444</span> 
<span class='line'>445</span> </span><span class="COMM">/**
<span class='line'>446</span> 	@class TextureCoordinate
<span class='line'>447</span> 
<span class='line'>448</span> 	The texture coordinate structure for the CalCoreSubmesh class.
<span class='line'>449</span> */</span><span class="WHIT">
<span class='line'>450</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.TextureCoordinate</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>451</span> </span><span class="WHIT">	</span><span class="NAME">this.u</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>452</span> </span><span class="WHIT">	</span><span class="NAME">this.v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>453</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>454</span> 
<span class='line'>455</span> 
<span class='line'>456</span> 
<span class='line'>457</span> </span><span class="COMM">/**
<span class='line'>458</span> 	@class TangentSpace
<span class='line'>459</span> 
<span class='line'>460</span> 	The tangent space structure for the CalCoreSubmesh class.
<span class='line'>461</span> */</span><span class="WHIT">
<span class='line'>462</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.TangentSpace</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>463</span> </span><span class="WHIT">	</span><span class="NAME">this.tangent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">(</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>464</span> </span><span class="WHIT">	</span><span class="NAME">this.crossFactor</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">;</span><span class="WHIT">	</span><span class="COMM">// To get the binormal, use ((N x T) * crossFactor)</span><span class="WHIT">
<span class='line'>465</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>466</span> 
<span class='line'>467</span> 
<span class='line'>468</span> 
<span class='line'>469</span> </span><span class="COMM">/**
<span class='line'>470</span> 	@class Influence
<span class='line'>471</span> 
<span class='line'>472</span> 	The influence structure for the CalCoreSubmesh class.
<span class='line'>473</span> */</span><span class="WHIT">
<span class='line'>474</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.Influence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>475</span> </span><span class="WHIT">	</span><span class="NAME">this.boneId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>476</span> </span><span class="WHIT">	</span><span class="NAME">this.weight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>477</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>478</span> 
<span class='line'>479</span> 
<span class='line'>480</span> 
<span class='line'>481</span> </span><span class="COMM">/**
<span class='line'>482</span> 	@class PhysicalProperty
<span class='line'>483</span> 
<span class='line'>484</span> 	The physical property structure for the CalCoreSubmesh class.
<span class='line'>485</span> */</span><span class="WHIT">
<span class='line'>486</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.PhysicalProperty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>487</span> </span><span class="WHIT">	</span><span class="NAME">this.weight</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>488</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>489</span> 
<span class='line'>490</span> 
<span class='line'>491</span> 
<span class='line'>492</span> </span><span class="COMM">/**
<span class='line'>493</span> 	@class Vertex
<span class='line'>494</span> 
<span class='line'>495</span> 	The vertex structure for the CalCoreSubmesh class.
<span class='line'>496</span> */</span><span class="WHIT">
<span class='line'>497</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.Vertex</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>498</span> </span><span class="WHIT">	</span><span class="NAME">this.position</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>499</span> </span><span class="WHIT">	</span><span class="NAME">this.normal</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>500</span> </span><span class="WHIT">	</span><span class="NAME">this.vectorInfluence</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>501</span> </span><span class="WHIT">	</span><span class="NAME">this.collapseId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>502</span> </span><span class="WHIT">	</span><span class="NAME">this.faceCollapseCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>503</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>504</span> 
<span class='line'>505</span> 
<span class='line'>506</span> 
<span class='line'>507</span> </span><span class="COMM">/**
<span class='line'>508</span> 	@class Face 
<span class='line'>509</span> 
<span class='line'>510</span> 	The face structure for the CalCoreSubmesh class.
<span class='line'>511</span> */</span><span class="WHIT">
<span class='line'>512</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.Face</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>513</span> </span><span class="WHIT">	</span><span class="NAME">this.vertexId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>514</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>515</span> 
<span class='line'>516</span> 
<span class='line'>517</span> 
<span class='line'>518</span> </span><span class="COMM">/**
<span class='line'>519</span> 	@class Spring
<span class='line'>520</span> 
<span class='line'>521</span> 	The spring structure for the CalCoreSubmesh class.
<span class='line'>522</span> */</span><span class="WHIT">
<span class='line'>523</span> </span><span class="NAME">Cal3D.CalCoreSubmesh.Spring</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>524</span> </span><span class="WHIT">	</span><span class="NAME">this.vertexId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="NUMB">0</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>525</span> </span><span class="WHIT">	</span><span class="NAME">this.springCoefficient</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>526</span> </span><span class="WHIT">	</span><span class="NAME">this.idleLength</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>527</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>528</span> </span></pre></body></html>